Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add dyCuong03/unity-agent-team --skill batch-structural-change-on-querygit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/dycuong03/unity-agent-team/batch-structural-change-on-query)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/batch-structural-change-on-query"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/batch-structural-change-on-query/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/batch-structural-change-on-query"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/batch-structural-change-on-query.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00039 | $0.00756 |
| Opus 5.5 | $0.00016 | $0.00302 |
| Sonnet 5.5 | $0.00008 | $0.00151 |
| Haiku 4.5 | $0.00004 | $0.00076 |
Grade A, and why
batch-structural-change-on-query scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 75 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Batch Structural Change on Query
Intent
Perform a structural change on all entities matching a query in a single pass by passing the EntityQuery directly to EntityManager, rather than iterating entities individually.
Use When
Destroying, adding, or removing components from all entities that match a condition — and the condition is uniform (same operation for all matching entities). The query IS the condition.
Avoid When
The operation is conditional per-entity (some entities in the query should be changed, others should not) — use ECB with per-entity conditional recording instead. Avoid inside a SystemAPI.Query foreach on the same query type — iterator invalidation.
Senior Pattern
state.EntityManager.DestroyEntity(query)— destroys all matching entities in one pass.state.EntityManager.AddComponent<T>(query)— adds T to all matching entities in one pass.state.EntityManager.RemoveComponent<T>(query)— removes T from all matching in one pass.state.EntityManager.SetComponentEnabled<T>(query, bool)— toggles enabled state for all matching.- Build the query with EntityQueryBuilder and reuse it — don't rebuild the query every OnUpdate.
Code Template
[BurstCompile]
public partial struct WaveCleanupSystem : ISystem
{
private EntityQuery m_DeadEnemyQuery;
private EntityQuery m_WaveCompleteQuery;
public void OnCreate(ref SystemState state)
{
m_DeadEnemyQuery = SystemAPI.QueryBuilder()
.WithAll<EnemyData, Dead>().Build();
m_WaveCompleteQuery = SystemAPI.QueryBuilder()
.WithAll<WaveComplete>().Build();
state.RequireForUpdate(m_WaveCompleteQuery);
}
public void OnUpdate(ref SystemState state)
{
// Destroy all dead enemies in one pass
state.EntityManager.DestroyEntity(m_DeadEnemyQuery);
// Remove WaveComplete from all entities (flag consumed)
state.EntityManager.RemoveComponent<WaveComplete>(m_WaveCompleteQuery);
}
}
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 75 lines · 39 tokens per session scan A ccc66bc3ad80
batch-structural-change-on-query is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 39 tokens to every session and 756 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-02.
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